Syria Simulation Workshop - 2013 WHAT Conference
-
Upload
jason-rosenblum -
Category
Education
-
view
525 -
download
1
description
Transcript of Syria Simulation Workshop - 2013 WHAT Conference
Playing Games to Teach Complex Conflicts
• Jason Rosenblum: ITEC, UNPG & SMBX
• Mity Myhr: BSSX
• Christie Wilson: BSSX
• Selin Guner: BSSX • Christopher Micklethwait: UNPG
• Knowledge Building
• Social Responsibility • Intercultural Competencies
• Experiential Engagement
• Analysis of the Roles/Goals of Internal and External Actors
• Analysis of Factors that Promote Conflict or Peacemaking
• Understand Influence of Resources and Shifting Alliances
• Understand Complexity of Choices and Appreciate Consequences
• Appreciate Value of Corroboration/Cooperation in Achieving Goals
Game-‐like simulation + Role-‐play + Conflict
• equates live simulation games with a constructivist, experiential learning approach (Kolb, 1984)
• Supply Chain Example -‐ beer game: http://www.beergame.org/
• teamwork, concrete experiences & reflexive activities
Kolb, David. (1984). Experiential learning: experience as the source of learning and development: Prentice-‐Hall.
Malave, C.; Figueiredo, R. (2002). Practicing active and cooperative learning using live simulation games in the classroom. Proceedings of the International Conference on Engineering Education. Aug 18-‐21. Manchester, U.K.
• affective, cognitive, behavioral dimensions of attitude
• studied in the simulation: Culture and Creed
• MIT-‐based game/simulation can affect attitudes towards international conflict.
• Affects perspectives in moving from competition to cooperation.
Williams, A.; Williams, R. (2011). Multiple Identification Theory: Attitude and Behavior Change in a Simulated International Conflict. Simulation & Gaming 42(6). 733-‐747.
Role play in education resources http://www.rpg-‐mmorpg.com/vl/role-‐play_education.php
Model UN – getting started: http://www.unausa.org/global-‐classrooms-‐model-‐un/how-‐to-‐participate
Crossley-‐Frolick, Katy. (2010). Beyond Model UN: Simulating Multi-‐Level, Multi-‐Actor Diplomacy Using the Millennium Development Goals. International Studies Perspectives. 11, 184–201
Rich tradition of role-‐play to support learning. Simkins, David. (2011). Negotiation, simulation, and shared fantasy: Learning through live action
role play. ProQuest Dissertation. See Chapter 4 – History of role-‐play as a tool for learning. pp 68 – 77.
• Peacemaker used in dispute resolution classes • Individual and group-‐based work • Key findings:
• Role reversal leads to empathy • Ladder of inference from reactions based on data as
a result of decisions made. • Two-‐level diplomacy to gain approval from national
interests and domestic groups.
Goodrich, K.; Schneider, A. (2010). The Classroom Can Be All Fun and Games. Ohio State Journal on Dispute Resolution. 25(1). 87-‐103
• Syria Simulation based on Peacemaker, except: Syria as setting; live role-‐play of Actors & Non-‐Actors
• Supported by SEU's own Peacemaker pilot & Goodrich & Schneider (2010)
• Want students to build empathy through non-‐Western POV's & (for some) morally oppositional stances.
• Make decisions based on outcomes following each round: re: casualty counts, # refugees fleeing, etc.
• Balance approval ratings from multiple non-‐actors
• giving them a “win” scenario in which no one player can actually win, except through cooperation.
• BUT they need to garner approval from multiple non-‐actors, including the UN general assembly
• we predict most actions will result in a split along ideological lines in character profiles.
• In theory there is a way to win through cooperation, but in practice this is unlikely, thus mirroring the setup of the real life conflict.
Bogost, Ian. (2007). Persuasive Games -‐ The Expressive Power of Videogames: The MIT Press.
Phase I : Research • Read profiles & materials • Consider event Phase II : Action • Review options, discuss & choose action • Group presents & discusses their choice. Phase III : Voting by Non-‐Actors